Mathematics for 3D Game Programming and Computer Graphics, Second Edition FROM THE PUBLISHER
About the Author
Eric Lengyel (Sunnyvale, CA), best-selling author of Mathematics for 3D Game Programming and Computer Graphics, and the OpenGL Extensions Guide, is the Chief Technology Officer for Terathon Software, a game engine development studio. He holds an M.S. in Mathematics from Virginia Tech and has written several articles for gamasutra.com and the Game Programming Gems series (Charles River Media).
SYNOPSIS
Mathematics for 3D Game Programming and Computer
Graphics, Second Edition illustrates all the mathematical techniques that
software engineers, graphics programmers, and game programmers need to develop a
professional-quality 3D engine, and has been completely updated to cover all the
recent advancements in 3D graphics technology. In addition to providing all new
information on illumination, collision detection, polygonal techniques, and much
more, there are four completely new chapters covering the rendering pipeline,
shadows, numerical methods, and curves and surfaces. Each chapter includes
completely new summaries and exercise sets for additional practice, or for use
as a textbook. The book assumes a working knowledge of calculus, trigonometry,
and how to use 3D graphics libraries.KEY FEATURESᄑ Concentrates on key mathematical topics for programming
3D game enginesᄑ Includes four completely new chapters on the rendering
pipeline, shadows, numerical methods, and curves and surfacesᄑ Contains updated information on illumination, collision
detection, and polygonal techniques, with new
discussions on
bilinear and trilinear texture filtering, infinite projection matrices, and much
moreᄑ Includes exercise sets for use as a textbook